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CHOMPStation2/code/modules/metric/activity.dm
Anewbe d017075732 Merge pull request #6219 from Mechoid/Event_Retweakening
Tweaks the NewTM event system further
2019-06-19 23:34:26 -04:00

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// This checks an individual player's activity level. People who have been afk for a few minutes aren't punished as much as those
// who were afk for hours, as they're most likely gone for good.
/datum/metric/proc/assess_player_activity(var/mob/M)
. = 100
if(!M)
. = 0
return
if(!M.client) // Logged out. They might come back but we can't do any meaningful assessments for now.
. = 0
return
var/afk = M.client.is_afk(1 MINUTE)
if(afk) // Deduct points based on length of AFK-ness.
switch(afk) // One minute is equal to 600, for reference.
if(1 MINUTE to 10 MINUTES) // People gone for this emough of time hopefully will come back soon.
. -= round( (afk / 200), 1)
if(10 MINUTES to 30 MINUTES)
. -= round( (afk / 150), 1)
if(30 MINUTES to INFINITY) // They're probably not coming back if it's been 30 minutes.
. -= 100
. = max(. , 0) // No negative numbers, or else people could drag other, non-afk players down.
// This checks a whole department's collective activity.
/datum/metric/proc/assess_department(var/department)
if(!department)
return
var/departmental_activity = 0
var/departmental_size = 0
for(var/mob/M in player_list)
if(guess_department(M) != department) // Ignore people outside the department we're assessing.
continue
departmental_activity += assess_player_activity(M)
departmental_size++
if(departmental_size)
departmental_activity = departmental_activity / departmental_size // Average it out.
return departmental_activity
/datum/metric/proc/assess_all_departments(var/cutoff_number = 3, var/list/department_blacklist = list())
var/list/activity = list()
for(var/department in departments)
activity[department] = assess_department(department)
log_debug("Assessing department [department]. They have activity of [activity[department]].")
var/list/most_active_departments = list() // List of winners.
var/highest_activity = null // Department who is leading in activity, if one exists.
var/highest_number = 0 // Activity score needed to beat to be the most active department.
for(var/i = 1, i <= cutoff_number, i++)
log_debug("Doing [i]\th round of counting.")
for(var/department in activity)
if(department in department_blacklist) // Blacklisted?
continue
if(activity[department] > highest_number && activity[department] > 0) // More active than the current highest department?
highest_activity = department
highest_number = activity[department]
if(highest_activity) // Someone's a winner.
most_active_departments.Add(highest_activity) // Add to the list of most active.
activity.Remove(highest_activity) // Remove them from the other list so they don't win more than once.
log_debug("[highest_activity] has won the [i]\th round of activity counting.")
highest_activity = null // Now reset for the next round.
highest_number = 0
//todo: finish
return most_active_departments
/datum/metric/proc/assess_all_living_mobs() // Living refers to the type, not the stat variable.
. = 0
var/num = 0
for(var/mob/living/L in player_list)
. += assess_player_activity(L)
num++
if(num)
. = round(. / num, 0.1)
/datum/metric/proc/assess_all_dead_mobs() // Ditto.
. = 0
var/num = 0
for(var/mob/observer/dead/O in player_list)
. += assess_player_activity(O)
num++
if(num)
. = round(. / num, 0.1)
/datum/metric/proc/assess_all_outdoor_mobs()
. = 0
var/num = 0
for(var/mob/living/L in player_list)
var/turf/T = get_turf(L)
if(istype(T) && !istype(T, /turf/space) && T.outdoors)
. += assess_player_activity(L)
num++
if(num)
. = round(. / num, 0.1)